In COpenGLParallaxMapRenderer class, the vertex shader codes are as follows
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// Irrlicht Engine OpenGL render path parallax map vertex shader
// I guess it could be optimized a lot, because I wrote it in D3D ASM and
// transferred it 1:1 to OpenGL
const char OPENGL_PARALLAX_MAP_VSH[] =
"!!ARBvp1.0\n"\
"#input\n"\
"# 0-3: transposed world matrix;\n"\
"#;12: Light01 position \n"\
"#;13: x,y,z: Light01 color; .w: 1/LightRadius^2 \n"\
"#;14: Light02 position \n"\
"#;15: x,y,z: Light02 color; .w: 1/LightRadius^2 \n"\
"#;16: Eye position \n"\
"\n"\
"ATTRIB InPos = vertex.position;\n"\
"ATTRIB InColor = vertex.color;\n"\
"ATTRIB InNormal = vertex.normal;\n"\
"ATTRIB InTexCoord = vertex.texcoord[0];\n"\
"ATTRIB InTangent = vertex.texcoord[1];\n"\
"ATTRIB InBinormal = vertex.texcoord[2];\n"\
"\n"\
"#output\n"\
"OUTPUT OutPos = result.position;\n"\
"OUTPUT OutLightColor1 = result.color.primary;\n"\
"OUTPUT OutLightColor2 = result.color.secondary;\n"\
"OUTPUT OutTexCoord = result.texcoord[0];\n"\
"OUTPUT OutLightVector1 = result.texcoord[1];\n"\
"OUTPUT OutLightVector2 = result.texcoord[2];\n"\
"OUTPUT OutEyeVector = result.texcoord[3];\n"\
"\n"\
"PARAM MVP[4] = { state.matrix.mvp }; # modelViewProjection matrix.\n"\
"TEMP Temp;\n"\
"TEMP TempColor;\n"\
"TEMP TempLightVector1;\n"\
"TEMP TempLightVector2;\n"\
"TEMP TempEyeVector;\n"\
"TEMP TempTransLightV1;\n"\
"TEMP TempTransLightV2;\n"\
"\n"\
"# transform position to clip space \n"\
"DP4 OutPos.x, MVP[0], InPos;\n"\
"DP4 OutPos.y, MVP[1], InPos;\n"\
"DP4 Temp.z, MVP[2], InPos;\n"\
"DP4 OutPos.w, MVP[3], InPos;\n"\
"MOV OutPos.z, Temp.z;\n"\
"MOV result.fogcoord.x, Temp.z;\n"\
"\n"\
"# vertex - lightpositions \n"\
"SUB TempLightVector1, program.local[12], InPos; \n"\
"SUB TempLightVector2, program.local[14], InPos; \n"\
"\n"\
"# eye vector \n"\
"SUB Temp, program.local[16], InPos; \n"\
"\n"\
"# transform the light vector 1 with U, V, W \n"\
"DP3 TempTransLightV1.x, InTangent, TempLightVector1; \n"\
"DP3 TempTransLightV1.y, InBinormal, TempLightVector1; \n"\
"DP3 TempTransLightV1.z, InNormal, TempLightVector1; \n"\
"\n"\
"# transform the light vector 2 with U, V, W \n"\
"DP3 TempTransLightV2.x, InTangent, TempLightVector2; \n"\
"DP3 TempTransLightV2.y, InBinormal, TempLightVector2; \n"\
"DP3 TempTransLightV2.z, InNormal, TempLightVector2; \n"\
"\n"\
"# transform the eye vector with U, V, W \n"\
"DP3 TempEyeVector.x, InTangent, Temp; \n"\
"DP3 TempEyeVector.y, InBinormal, Temp; \n"\
"DP3 TempEyeVector.z, InNormal, Temp; \n"\
"\n"\
"# normalize light vector 1 \n"\
"DP3 TempTransLightV1.w, TempTransLightV1, TempTransLightV1; \n"\
"RSQ TempTransLightV1.w, TempTransLightV1.w; \n"\
"MUL TempTransLightV1, TempTransLightV1, TempTransLightV1.w;\n"\
"\n"\
"# normalize light vector 2 \n"\
"DP3 TempTransLightV2.w, TempTransLightV2, TempTransLightV2; \n"\
"RSQ TempTransLightV2.w, TempTransLightV2.w; \n"\
"MUL TempTransLightV2, TempTransLightV2, TempTransLightV2.w;\n"\
"\n"\
"# normalize eye vector \n"\
"DP3 TempEyeVector.w, TempEyeVector, TempEyeVector; \n"\
"RSQ TempEyeVector.w, TempEyeVector.w; \n"\
"MUL TempEyeVector, TempEyeVector, TempEyeVector.w;\n"\
"MUL TempEyeVector, TempEyeVector, {1,-1,-1,1}; # flip x \n"\
"\n"\
"\n"\
"# move light and eye vectors out\n"\
"MAD OutLightVector1, TempTransLightV1, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
"MAD OutLightVector2, TempTransLightV2, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
"MAD OutEyeVector, TempEyeVector, {0.5,0.5,0.5,0.5}, {0.5,0.5,0.5,0.5}; \n"\
"\n"\
"# calculate attenuation of light 1\n"\
"MOV TempLightVector1.w, {0,0,0,0}; \n"\
"DP3 TempLightVector1.x, TempLightVector1, TempLightVector1; \n"\
"MUL TempLightVector1.x, TempLightVector1.x, program.local[13].w; \n"\
"RSQ TempLightVector1, TempLightVector1.x; \n"\
"MUL OutLightColor1, TempLightVector1, program.local[13]; # resulting light color = lightcolor * attenuation \n"\
"\n"\
"# calculate attenuation of light 2\n"\
"MOV TempLightVector2.w, {0,0,0,0}; \n"\
"DP3 TempLightVector2.x, TempLightVector2, TempLightVector2; \n"\
"MUL TempLightVector2.x, TempLightVector2.x, program.local[15].w; \n"\
"RSQ TempLightVector2, TempLightVector2.x; \n"\
"MUL OutLightColor2, TempLightVector2, program.local[15]; # resulting light color = lightcolor * attenuation \n"\
"\n"\
"# move out texture coordinates and original alpha value\n"\
"MOV OutTexCoord, InTexCoord; \n"\
"MOV OutLightColor1.w, InColor.w; \n"\
"\n"\
"END\n";
"# normalize eye vector \n"\
"DP3 TempEyeVector.w, TempEyeVector, TempEyeVector; \n"\
"RSQ TempEyeVector.w, TempEyeVector.w; \n"\
"MUL TempEyeVector, TempEyeVector, TempEyeVector.w;\n"\
"MUL TempEyeVector, TempEyeVector, {1,-1,-1,1}; # flip x \n"\
I can't figure out why should flip x for the eye vector.
And if I try to skip this step, the parallax offset direction for normal texture is incorrect.
Can anyone explain this? or any hint?